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Freeroam #2 Update


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  • Developer

Improvements for lobbies, a new UI for parties, and more.

  • Added a notification to party invitations for the player being invited (by @nex)
  • Added a native interface for listing party members, including the leader and its moderators, by pressing Z (by @nex)
  • Added lobby synchronization to party members so that they are always in the same lobby as the leader (by @nex)
  • Added a block for party members switching their lobbies - as it's now controlled by the party leader (by @nex)
  • Added support for disabling noclip on a per-lobby basis (by @nex)
  • Adjusted the logic behind forced passive mode in lobbies - they will now be more reliably forced (by @nex)
  • Adjusted passive mode status HUD element to be hidden while a lobby is forcing it (by @nex)
  • Adjusted the player counter at the bottom of the screen to also display rotating counts for nearby players, lobby players and party members (by @nex)
  • Adjusted the PvP lobby to disable noclip for players within it (by @nex)
  • Adjusted the lobby hub (selection screen) to update lobby player counters every 5 seconds (by @nex)
  • Fixed an internal error during vehicle spawning (by @nex)
  • Fixed a bug where zones would override lobby-wide passive mode (by @nex)
  • Fixed a bug where teleporting to someone would override lobby-wide passive mode (by @nex)
  • Fixed a bug where the lobby chat channel couldn't be created (by @nex)
  • Fixed a bug where player counts wouldn't be properly updated for lobbies (by @nex)
  • Fixed a bug where the client would try to access a lobby before it was networked (by @nex)
  • Fixed a bug where noclip would be active before and after switching lobbies (by @nex)
  • Fixed a bug where a players' vehicle would be deleted/despawned while switching lobbies (by @nex)
  • Fixed a bug where you'd sometimes get stuck in the lobby transition phase (by @nex)
  • Fixed a bug with fenders and left wings on some vehicles (by @StOneR)
  • Fixed some bugs related to lobby resets and spawn points in Minigames (by @StOneR)
  • Refactored the code behind Minigames to be more reliable and consistent (by @StOneR)
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